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game_functions.py
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import sys
from time import sleep
import pygame
from bullet import Bullet
from alien import Alien
def check_keydown_events(event,s_settings,screen,ship,bullets):
if event.key == pygame.K_RIGHT:
ship.moving_right_flag=True
elif event.key == pygame.K_LEFT:
ship.moving_left_flag=True
elif event.key == pygame.K_SPACE:
fire_bullet(s_settings,screen,ship,bullets)
elif event.key == pygame.K_q:
sys.exit()
def check_keyup_events(event,ship):
if event.key==pygame.K_RIGHT:
ship.moving_right_flag=False
elif event.key == pygame.K_LEFT:
ship.moving_left_flag=False
def check_events(s_settings,screen,stats,sb,play_button,ship,aliens,bullets):
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.MOUSEBUTTONDOWN:
mouse_x,mouse_y=pygame.mouse.get_pos()
check_play_button(s_settings,screen,stats,sb,play_button,ship,aliens,bullets,mouse_x,mouse_y)
elif event.type == pygame.KEYDOWN:
check_keydown_events(event,s_settings,screen,ship,bullets)
elif event.type==pygame.KEYUP:
check_keyup_events(event,ship)
def check_play_button(s_settings,screen,stats,sb,play_button,ship,aliens,bullets,mouse_x,mouse_y):
button_clicked=play_button.rect.collidepoint(mouse_x,mouse_y)
if button_clicked and not stats.game_active:
s_settings.initialize_dynamic_settings()
pygame.mouse.set_visible(False)
stats.reset_stats()
stats.game_active=True
sb.prep_score()
sb.prep_high_score()
sb.prep_level()
sb.prep_ships()
aliens.empty()
bullets.empty()
create_fleet(s_settings,screen,ship, aliens)
ship.center_ship()
def update_screen(s_settings,screen,stats,ship,aliens,sb,bullets,play_button):
screen.fill(s_settings.bg_colour)
for bullet in bullets.sprites():
bullet.draw_bullet()
ship.blitme()
aliens.draw(screen)
sb.show_score()
if not stats.game_active:
play_button.draw_button()
pygame.display.flip()
def update_bullets(s_settings,screen,stats,sb,ship,aliens,bullets):
bullets.update()
for bullet in bullets.copy():
if bullet.rect.bottom<=0:
bullets.remove(bullet)
check_bullet_alien_collisions(s_settings,screen,stats,sb,ship,aliens,bullets)
def check_bullet_alien_collisions(s_settings,screen,stats,sb,ship,aliens,bullets):
collisions=pygame.sprite.groupcollide(bullets,aliens,True,True)
if collisions:
for aliens in collisions.values():
stats.score+=s_settings.alien_points*len(aliens)
sb.prep_score()
check_high_score(stats,sb)
if len(aliens) == 0:
bullets.empty()
s_settings.increase_speed()
stats.level+=1
sb.prep_level()
create_fleet(s_settings,screen,ship,aliens)
def fire_bullet(s_settings,screen,ship,bullets):
if len(bullets)<s_settings.bullets_allowed:
new_bullet=Bullet(s_settings,screen,ship)
bullets.add(new_bullet)
def get_number_aliens_x(s_settings,alien_width):
available_space_x=s_settings.screen_width-(2*alien_width)
number_aliens_x=int(available_space_x/(2*alien_width))
return number_aliens_x
def get_number_rows(s_settings,ship_height,alien_height):
available_space_y=(s_settings.screen_height-(3*alien_height)-ship_height)
number_rows=int(available_space_y/(2*alien_height))
return number_rows
def create_alien(s_settings,screen,aliens,alien_number,row_num):
alien=Alien(s_settings,screen)
alien_width=alien.rect.width
alien.x=alien_width+(2*alien_width*alien_number)
alien.rect.x=alien.x
alien.rect.y=alien.rect.height+(2*alien.rect.height*row_num)
aliens.add(alien)
def create_fleet(s_settings,screen,ship, aliens):
alien=Alien(s_settings,screen)
number_aliens_x=get_number_aliens_x(s_settings,alien.rect.width)
number_rows=get_number_rows(s_settings,ship.rect.height,alien.rect.height)
for row_num in range(number_rows):
for alien_number in range(number_aliens_x):
create_alien(s_settings,screen,aliens,alien_number,row_num)
def check_fleet_edges(s_settings,aliens):
for alien in aliens.sprites():
if alien.check_edges():
change_fleet_direction(s_settings,aliens)
break
def change_fleet_direction(s_settings,aliens):
for alien in aliens.sprites():
alien.rect.y+=s_settings.fleet_drop_speed
s_settings.fleet_direction*= -1
def ship_hit(s_settings,screen,stats,sb,ship,aliens,bullets):
if stats.ships_left>0:
stats.ships_left-=1
sb.prep_ships()
aliens.empty()
bullets.empty()
create_fleet(s_settings,screen,ship, aliens)
ship.center_ship()
sleep(0.5)
else:
stats.game_active=False
pygame.mouse.set_visible(True)
def check_aliens_bottom(s_settings,screen,stats,sb,ship,aliens,bullets):
screen_rect=screen.get_rect()
for alien in aliens.sprites():
if alien.rect.bottom>=screen_rect.bottom:
ship_hit(s_settings,screen,stats,sb,ship,aliens,bullets)
break
def update_aliens(s_settings,screen,stats,sb,ship,aliens,bullets):
check_fleet_edges(s_settings,aliens)
aliens.update()
if pygame.sprite.spritecollideany(ship, aliens):
ship_hit(s_settings,screen,stats,sb,ship,aliens,bullets)
check_aliens_bottom(s_settings,screen,stats,sb,ship,aliens,bullets)
def check_high_score(stats,sb):
if stats.score>stats.high_score:
stats.high_score=stats.score
sb.prep_high_score()